UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FSceneViewStateInterface Class Referenceabstract

#include <SceneManagement.h>

+ Inheritance diagram for FSceneViewStateInterface:

Public Member Functions

 FSceneViewStateInterface ()
 
virtual void Destroy ()=0
 
virtual FSceneViewStateGetConcreteViewState ()=0
 
virtual void AddReferencedObjects (FReferenceCollector &Collector)=0
 
virtual SIZE_T GetSizeBytes () const
 
virtual void OnStartPostProcessing (FSceneView &CurrentView)=0
 
virtual UMaterialInstanceDynamicGetReusableMID (class UMaterialInterface *InSource)=0
 
virtual void ClearMIDPool (FStringView MidParentRootPath={})=0
 
virtual const FViewMatricesGetFrozenViewMatrices () const =0
 
virtual void ActivateFrozenViewMatrices (FSceneView &SceneView)=0
 
virtual void RestoreUnfrozenViewMatrices (FSceneView &SceneView)=0
 
virtual void ResetViewState ()=0
 
virtual FTemporalLODStateGetTemporalLODState ()=0
 
virtual const FTemporalLODStateGetTemporalLODState () const =0
 
virtual float GetTemporalLODTransition () const =0
 
virtual uint32 GetViewKey () const =0
 
virtual FRDGTextureRef GetVolumetricCloudTexture (FRDGBuilder &GraphBuilder)=0
 
virtual FVector2f GetVolumetricCloudTextureUVScale () const =0
 
virtual FVector2f GetVolumetricCloudTextureUVMax () const =0
 
virtual uint32 GetCurrentTemporalAASampleIndex () const =0
 
virtual uint32 GetDistanceFieldTemporalSampleIndex () const =0
 
bool HasValidEyeAdaptationBuffer () const
 
virtual FRDGPooledBufferGetCurrentEyeAdaptationBuffer () const =0
 
virtual float GetLastEyeAdaptationExposure () const =0
 
virtual float GetLastAverageSceneLuminance () const =0
 
virtual void SetExposureCompensationCurve (class UCurveFloat *NewCurve)
 
virtual void SetSequencerState (ESequencerState InSequencerState)=0
 
virtual ESequencerState GetSequencerState ()=0
 
virtual float GetPreExposure () const =0
 
virtual uint32 GetOcclusionFrameCounter () const =0
 
virtual void AddLumenSceneData (FSceneInterface *InScene, float SurfaceCacheResolution=1.0f)
 
virtual void RemoveLumenSceneData (FSceneInterface *InScene)
 
virtual bool HasLumenSceneData () const =0
 
void SetViewParent (FSceneViewStateInterface *)
 
FSceneViewStateInterfaceGetViewParent ()
 
const FSceneViewStateInterfaceGetViewParent () const
 
bool HasViewParent () const
 
bool IsViewParent () const
 
virtual void SystemMemoryMirrorBackup (FSceneViewStateSystemMemoryMirror *SystemMemoryMirror)=0
 
virtual void SystemMemoryMirrorRestore (FSceneViewStateSystemMemoryMirror *SystemMemoryMirror)=0
 

Static Public Member Functions

static ENGINE_API TPimplPtr< FSceneViewStateSystemMemoryMirrorSystemMemoryMirrorAllocate ()
 

Protected Member Functions

virtual ~FSceneViewStateInterface ()
 

Protected Attributes

uint8 bValidEyeAdaptationBuffer: 1
 

Friends

class FScene
 

Detailed Description

The scene manager's persistent view state.

Constructor & Destructor Documentation

◆ FSceneViewStateInterface()

FSceneViewStateInterface::FSceneViewStateInterface ( )
inline

◆ ~FSceneViewStateInterface()

virtual FSceneViewStateInterface::~FSceneViewStateInterface ( )
inlineprotectedvirtual

Member Function Documentation

◆ ActivateFrozenViewMatrices()

virtual void FSceneViewStateInterface::ActivateFrozenViewMatrices ( FSceneView SceneView)
pure virtual

If frozen view matrices are available, set those as active on the SceneView

Implemented in FSceneViewState.

◆ AddLumenSceneData()

virtual void FSceneViewStateInterface::AddLumenSceneData ( FSceneInterface InScene,
float  SurfaceCacheResolution = 1.0f 
)
inlinevirtual

Similar to above, but adds Lumen Scene Data

Reimplemented in FSceneViewState.

◆ AddReferencedObjects()

virtual void FSceneViewStateInterface::AddReferencedObjects ( FReferenceCollector Collector)
pure virtual

Implemented in FSceneViewState.

◆ ClearMIDPool()

virtual void FSceneViewStateInterface::ClearMIDPool ( FStringView  MidParentRootPath = {})
pure virtual

Clears the pool of mids being referenced by this view state

Implemented in FSceneViewState.

◆ Destroy()

virtual void FSceneViewStateInterface::Destroy ( )
pure virtual

Called in the game thread to destroy the view state.

Implemented in FSceneViewState.

◆ GetConcreteViewState()

virtual FSceneViewState * FSceneViewStateInterface::GetConcreteViewState ( )
pure virtual
Returns
the derived view state object

Implemented in FSceneViewState.

◆ GetCurrentEyeAdaptationBuffer()

virtual FRDGPooledBuffer * FSceneViewStateInterface::GetCurrentEyeAdaptationBuffer ( ) const
pure virtual

Returns the eye adaptation buffer.

Implemented in FSceneViewState.

◆ GetCurrentTemporalAASampleIndex()

virtual uint32 FSceneViewStateInterface::GetCurrentTemporalAASampleIndex ( ) const
pure virtual

Implemented in FSceneViewState.

◆ GetDistanceFieldTemporalSampleIndex()

virtual uint32 FSceneViewStateInterface::GetDistanceFieldTemporalSampleIndex ( ) const
pure virtual

returns the distance field temporal sample index

Implemented in FSceneViewState.

◆ GetFrozenViewMatrices()

virtual const FViewMatrices * FSceneViewStateInterface::GetFrozenViewMatrices ( ) const
pure virtual

If frozen view matrices are available, return a pointer to them

Implemented in FSceneViewState.

◆ GetLastAverageSceneLuminance()

virtual float FSceneViewStateInterface::GetLastAverageSceneLuminance ( ) const
pure virtual

Returns the average scene luminance.

Implemented in FSceneViewState.

◆ GetLastEyeAdaptationExposure()

virtual float FSceneViewStateInterface::GetLastEyeAdaptationExposure ( ) const
pure virtual

Returns the eye adaptation exposure.

Implemented in FSceneViewState.

◆ GetOcclusionFrameCounter()

virtual uint32 FSceneViewStateInterface::GetOcclusionFrameCounter ( ) const
pure virtual

returns the occlusion frame counter

Implemented in FSceneViewState.

◆ GetPreExposure()

virtual float FSceneViewStateInterface::GetPreExposure ( ) const
pure virtual

Returns the current PreExposure value. PreExposure is a custom scale applied to the scene color to prevent buffer overflow.

Implemented in FSceneViewState.

◆ GetReusableMID()

virtual UMaterialInstanceDynamic * FSceneViewStateInterface::GetReusableMID ( class UMaterialInterface InSource)
pure virtual

Allows MIDs being created and released during view rendering without the overhead of creating and releasing objects As MID are not allowed to be parent of MID this gets fixed up by parenting it to the next Material or MIC

Parameters
InSourcecan be Material, MIC or MID, must not be 0

Implemented in FSceneViewState.

◆ GetSequencerState()

virtual ESequencerState FSceneViewStateInterface::GetSequencerState ( )
pure virtual

Implemented in FSceneViewState.

◆ GetSizeBytes()

virtual SIZE_T FSceneViewStateInterface::GetSizeBytes ( ) const
inlinevirtual

Reimplemented in FSceneViewState.

◆ GetTemporalLODState() [1/2]

virtual const FTemporalLODState & FSceneViewStateInterface::GetTemporalLODState ( ) const
pure virtual

Implemented in FSceneViewState.

◆ GetTemporalLODState() [2/2]

virtual FTemporalLODState & FSceneViewStateInterface::GetTemporalLODState ( )
pure virtual

Returns the temporal LOD struct from the viewstate

Implemented in FSceneViewState.

◆ GetTemporalLODTransition()

virtual float FSceneViewStateInterface::GetTemporalLODTransition ( ) const
pure virtual

Returns the blend factor between the last two LOD samples

Implemented in FSceneViewState.

◆ GetViewKey()

virtual uint32 FSceneViewStateInterface::GetViewKey ( ) const
pure virtual

returns a unique key for the view state, non-zero

Implemented in FSceneViewState.

◆ GetViewParent() [1/2]

FSceneViewStateInterface * FSceneViewStateInterface::GetViewParent ( )
inline

◆ GetViewParent() [2/2]

const FSceneViewStateInterface * FSceneViewStateInterface::GetViewParent ( ) const
inline

◆ GetVolumetricCloudTexture()

virtual FRDGTextureRef FSceneViewStateInterface::GetVolumetricCloudTexture ( FRDGBuilder GraphBuilder)
pure virtual

Implemented in FSceneViewState.

◆ GetVolumetricCloudTextureUVMax()

virtual FVector2f FSceneViewStateInterface::GetVolumetricCloudTextureUVMax ( ) const
pure virtual

Implemented in FSceneViewState.

◆ GetVolumetricCloudTextureUVScale()

virtual FVector2f FSceneViewStateInterface::GetVolumetricCloudTextureUVScale ( ) const
pure virtual

Implemented in FSceneViewState.

◆ HasLumenSceneData()

virtual bool FSceneViewStateInterface::HasLumenSceneData ( ) const
pure virtual

Implemented in FSceneViewState.

◆ HasValidEyeAdaptationBuffer()

bool FSceneViewStateInterface::HasValidEyeAdaptationBuffer ( ) const
inline

Tells if the eye adaptation buffer exists without attempting to allocate it.

◆ HasViewParent()

bool FSceneViewStateInterface::HasViewParent ( ) const
inline

◆ IsViewParent()

bool FSceneViewStateInterface::IsViewParent ( ) const
inline

◆ OnStartPostProcessing()

virtual void FSceneViewStateInterface::OnStartPostProcessing ( FSceneView CurrentView)
pure virtual

Resets pool for GetReusableMID()

Implemented in FSceneViewState.

◆ RemoveLumenSceneData()

virtual void FSceneViewStateInterface::RemoveLumenSceneData ( FSceneInterface InScene)
inlinevirtual

Reimplemented in FSceneViewState.

◆ ResetViewState()

virtual void FSceneViewStateInterface::ResetViewState ( )
pure virtual

Implemented in FSceneViewState.

◆ RestoreUnfrozenViewMatrices()

virtual void FSceneViewStateInterface::RestoreUnfrozenViewMatrices ( FSceneView SceneView)
pure virtual

If frozen view matrices were set, restore the previous view matrices

Implemented in FSceneViewState.

◆ SetExposureCompensationCurve()

virtual void FSceneViewStateInterface::SetExposureCompensationCurve ( class UCurveFloat NewCurve)
inlinevirtual

Reimplemented in FSceneViewState.

◆ SetSequencerState()

virtual void FSceneViewStateInterface::SetSequencerState ( ESequencerState  InSequencerState)
pure virtual

Implemented in FSceneViewState.

◆ SetViewParent()

void FSceneViewStateInterface::SetViewParent ( FSceneViewStateInterface )
inline

◆ SystemMemoryMirrorAllocate()

TPimplPtr< FSceneViewStateSystemMemoryMirror > FSceneViewStateInterface::SystemMemoryMirrorAllocate ( )
static

Scene view state mirroring to system memory, useful for offline high resolution tiled rendering (such as via Movie Render Queue). Very slow and memory intensive! A single instance of FSceneViewStateSystemMemoryMirror should be shared for all tile scene view states, as it can internally share some of the memory cost.

◆ SystemMemoryMirrorBackup()

virtual void FSceneViewStateInterface::SystemMemoryMirrorBackup ( FSceneViewStateSystemMemoryMirror SystemMemoryMirror)
pure virtual

Implemented in FSceneViewState.

◆ SystemMemoryMirrorRestore()

virtual void FSceneViewStateInterface::SystemMemoryMirrorRestore ( FSceneViewStateSystemMemoryMirror SystemMemoryMirror)
pure virtual

Implemented in FSceneViewState.

Friends And Related Symbol Documentation

◆ FScene

friend class FScene
friend

Member Data Documentation

◆ bValidEyeAdaptationBuffer

uint8 FSceneViewStateInterface::bValidEyeAdaptationBuffer
protected

The documentation for this class was generated from the following files: